About importing instructions:
5. Copy the folder "Bouncer"
There's no such folder. Also you should mention that one needs to set the correct unit type and ability here:
Unit - Create 1 Projectile Dummy for (Owner of CM_Caster[MUI1]) at CM_cPoint[MUI1] facing (Facing of CM_Caster[MUI1]) degrees
Unit - Add Burning Damage to (Last created unit)
Unit - Set level of Burning Damage for (Last created unit) to (Level of Chaos Meteor for CM_Caster[MUI1])
Set CM_RollDamage[MUI1] = ((40.00 x (Real((Level of Chaos Meteor for CM_Caster[MUI1])))) + 40.00)
You don't mention anything about importing the dummy.
You're using cPoint, dPoint and mPoint arrays. You only need two of them, and they don't need to be arrays.
Since the flying height change speed is constant, you could do it in the cast trigger, couldn't you? Set the height to x at 0, and immediately to y at z. That way you don't have to check it in the looping trigger.
The ball has abnormal behaviuour when cast near playable map area edges.
Are you using CM_model2 variable for anything?
Have you considered filtering out some flying units? I guess you could think that the fires are burning flying units also.
The dummy doesn't need invulnerability ability, since locust makes it invulnerable. Set the dummy to can't raise, does not decay. The default decay time is 88 seconds for bones alone. You don't want to have the dummies there for that long. I'm not a fan of dummies giving vision to the player.
I'm thinking the spell shouldn't have AoE indicator, since it doesn't land where you click.